Suggestions/7th-Apr-2007
Closed Suggestions
- These suggestions are now closed. No more voting or editing is to be done to them.
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BARBRAZ
Spaminated with 8/8 Spam votes. (Reason: not a game suggestion.) --Funt Solo 13:30, 9 April 2007 (BST)
Looting: Bonus for Risky Tactics
Timestamp: | Jon Pyre 16:22, 7 April 2007 (BST) |
Type: | Skill |
Scope: | Survivors, Consumer |
Description: | It doesn't make much sense tactically to hang around an overrun neighborhood. In fact survivors would probably do best if they all crammed into a single mall and necrotech. But playing in small groups, in areas where zombies outnumber humans, where ransacked buildings abound is more fun for both sides and more appropriate for the zombie genre. I suggest adding a new skill to the Consumer tree to encourage the living to stay in areas where any mall is bound to be ransacked.
Looting would be a Shopping Subskill that allows the survivor greater ease in finding items when there are no zombies, bodies, or other humans to distract them or stand in the way of where they want to search. Additionally the building must be situated so it's easy to search every drawer and shelf, hard to do when furniture is toppled or pushed against the door. So: In any unransacked, unbarricaded building, with no other survivors or zombies the looting survivor gets to search a few times with a 90% chance of finding something. Not necessarily something good, but they have a low chance of coming up empty handed. Each time they search there's a twenty percent chance of the building getting the looted status, visible in its description. This prevents the looting skill from being used there until new items are revealed by moving furniture around and revealing previously covered shelves and drawers, mixing up the layout, namely until the building gets barricaded up to heavy. That'll remove the looted status but of course nobody will be able to loot the building until it is unbarricaded again. So here's a hypothetical scenario how looting would work, step by step:
So essentially it's a "hey you retook a building" bonus for the survivor that barricades up again. And if the first survivor with Looting in the building doesn't have Construction, well, in that case this reward suggestion would instead be a "help newbie in overrun suburb" suggestion. Despite provided a benefit to survivors in survivorless unbarricaded buildings this would not promote Pking or infighting among humans. To get a search bonus just a handful of times a human raider would have to spend enough AP to kill every survivor present, dump all the bodies, and destroy the barricades. This makes it hard if not impossible, and definitely inefficient, for a survivor to make their own looting bonus by bumping off people. |
Keep Votes
- Keep Encourages survivors to stick around ransacked areas and try to reclaim buildings, rather than just flee to where it is unransacked. This is fun for survivors, who enjoy a bonus for work well done, and more fun for zombies since a suburb with NO humans at all is just boring. --Jon Pyre 16:28, 7 April 2007 (BST)
- Keep Looks good. -Heretic144 16:34, 7 April 2007 (BST)
- Keep Sounds interesting. --Karloth Vois RR 16:43, 7 April 2007 (BST)
- Lovely - Should make the game more interesting for everyone involved.--Lachryma☭ 17:08, 7 April 2007 (BST)
- Keep - Your Suggestion is brilliantly thought out. Good job. --Kamden 18:39, 7 April 2007 (BST)
- Keep - I don't think we need a new skill for it, but sure. --
T 20:04, 7 April 2007 (BST)
- Keep but I would like a change made to reflect Funts concern. Make it so that the bonus is directly linked to repair of the building, if the building goes from ransacked to repaired it is eligible for looting but only until it reaches 'looted' status or is barricaded. As it currently stands you could just put up and destroy loose cades and gain the bonus which is not what you want! --Honestmistake 23:47, 7 April 2007 (BST)
- Re It doesn't work that way. Putting up barricades isn't enough to get rid of the looted status. You have to put barricades up to heavy. So a survivor couldn't just loot, put up loose cades, destroy loose cades, then loot some more. They'd have to barricade to heavy, bring cades from heavy to 0, and then loot. The bonus is not a tenth good enough to waste a whole day's AP build and then smashing through heavy barricades to get it.. --Jon Pyre 07:07, 8 April 2007 (BST)
- Re;ReMy oops, but the point about low level cades put up by someone without looting does still stand... --Honestmistake 11:40, 8 April 2007 (BST)
- Keep - I think it's worth the potential abuse. --c138 RR - PKer 13:02, 8 April 2007 (BST)
- Keep - Ahh, alright. --Ducis DuxSlothTalk 15:17, 8 April 2007 (BST)
- Keep - Excellent. i like it. --Duke Garland 16:56, 8 April 2007 (BST)
- Keep - But I'm not convinced. Seems too complex and too little noticeable for people to use--Vista 17:03, 8 April 2007 (BST)
- Re It doesn't really take much to use. There's no new loot button. It's just a matter of people searching or barricading. By the time someone buys the loot skill they should know enough about the game to use it without difficulty. --Jon Pyre 17:10, 8 April 2007 (BST)
- Keep - But at 90% maybe you should only be able to find 1 think per day Divs 02:43, 21 April 2007 (BST)
Kill Votes
- Kill - interesting idea, but I don't see why the building should be unbarricaded - it's not as if when the barricades are broken, all the furniture is put back in place. The main problem I see is that there is now an incentive for survivors to destroy barricades in order to get to loot. If the building was loosely 'caded, for example, the expenditure in AP to get it to no 'cades, and then get the massive 90% search ability may be quite attractive. At that point, you've got survivors destroying 'cades for game benefits - which is just stupid. --Funt Solo
17:08, 7 April 2007 (BST)
- Re I figured it would be easier to move around if there wasn't a massive mound of furniture blocking the door. As for giving survivors an incentive to destroy cades, well, it takes about 5 attacks on average to smash through a level of cades. So by attacking loose barricades a survivor would be giving up 5 searches which by itself is probably enough to prevent making sabotauge worthwhile. If it's at light or higher it's definitely not worthwhile. And as soon as they loot a few times the building would have to be rebarricaded up to heavy. --Jon Pyre 07:07, 8 April 2007 (BST)
- Re - So, barricades at the entrances effect someone searching inside? That's what doesn't gel with me. I like the idea, but tying it into the 'cades is simply a gameplay conveniance to make it work, but makes absolutely no roleplay sense at all. As for my other point, it's arguable - I still envisage a scenario where a survivor might think it worthwhile to attack loose 'cades - which is not an incentive that should be in-game. It's backwards. --Funt Solo
08:40, 8 April 2007 (BST)
- Re - So, barricades at the entrances effect someone searching inside? That's what doesn't gel with me. I like the idea, but tying it into the 'cades is simply a gameplay conveniance to make it work, but makes absolutely no roleplay sense at all. As for my other point, it's arguable - I still envisage a scenario where a survivor might think it worthwhile to attack loose 'cades - which is not an incentive that should be in-game. It's backwards. --Funt Solo
- Kill - As Funt Solo. --Brainz 17:12, 7 April 2007 (BST)
- Kill - As FS- there are other things that make little sense, but his reasoning is well put. --S.WiersctdpNTmapx:oo 23:04, 7 April 2007 (BST)
- Kill This doesn't quite make sense to me. Wouldn't the PRUDENT thing to do be repairing the ransack? Even if you don't have Construction?--Pesatyel 19:52, 8 April 2007 (BST)
- Re I think you may have misread. This doesn't work if the building is ransacked. So if it is ransacked then yes, they would have to repair the building. Then they could search about four or five terms before they cade up. --Jon Pyre 23:01, 8 April 2007 (BST)
- Kill/Change 90% is a little much... Perhaps 85% Mattiator 21:44, 8 April 2007 (BST)
- Re Remember that's just a 90% chance of finding something. Not what they want necessarily. Basically whatever the percentage of finding nothing has all but 10% taken from it and divided proportionally among the items there. That doesn't mean you're going to find 5 syringes in a necrotech. It means that you'll get GPS, extractors, or syringes almost every one of those five searches. But you could very well end up with five GPS units. --Jon Pyre 23:04, 8 April 2007 (BST)
- Change - I like the idea, as I've also worried of what would happen if a large fraction of the survivor population crammed into one building (they would be invincible to even the largest zombie hordes, as they would be bound to always have someone 'cading even without metagaming). However, I think the bonus is a bit too much (90% to find something? Maybe more like 50% or 60%). Furthermore, one could abuse this by taking down the barricades after looting the place and then putting them back up. Fix those two things and I'll vote keep. --Reaper with no name TJ! 15:40, 9 April 2007 (BST)
Spam/Dupe Votes
Spam/Dupe Votes here
Display Change
Timestamp: | Heretic144 16:31, 7 April 2007 (BST) |
Type: | Crowd display change |
Scope: | Humans and Zombies |
Description: | When a crowd of survivors fifty or more are in a building, any of them that are on your contact list are still displayed rather than having to click "list names".
Ex: There is a crowd of sixty survivors gathered here. You recognise Xyu, Kevan and RedZeko among them. [list names] Basically it saves you the trouble of listing all the names just to check if a certain person is present, as long as they are on your contact list. |
Keep Votes
- Author Keep -Heretic144 16:31, 7 April 2007 (BST)
- Keep - Why not. Makes life a little easier for me and makes it harder for PKers to get lost in the crowd. --Uncle Bill 17:04, 7 April 2007 (BST)
- aye --Funt Solo
18:27, 7 April 2007 (BST)
- Makes Sense- I like it. --Kamden 18:40, 7 April 2007 (BST)
- Keep - I'd like to know right away if my friends or enemies are in the same place as me. --
T 20:06, 7 April 2007 (BST)
- Keep voteing is fun!--Blood Panther 20:41, 7 April 2007 (BST)
- Keep - I was sure this was in Peer Reviewed. It seems so obvious. But I can't find it, so hey! --Preasure 20:57, 7 April 2007 (BST)
- Keep - As Preasure. I would swear this was a dupe, but can't find it. So Yes, Please. --Gene Splicer 21:51, 7 April 2007 (BST)
- Keep - I'd love it, but it seems unlikely to be implemented. The "?zoom" feature is there to reduce server load; implementing this would require as much server side processing as simply showing all the names would, I suspect. Still, practicality is no reason to kill, and it would be a real improvement. --S.WiersctdpNTmapx:oo 23:07, 7 April 2007 (BST)
- keep yes please, this will make things much better! --Honestmistake 23:48, 7 April 2007 (BST)
- Keep - Good idea. The Hierophant. 03:49, 08 April 2007.
- Keep - Please!!--Ducis DuxSlothTalk 08:35, 8 April 2007 (BST)
- Keep - Common sense. Don't know why this isn't in the game already. --c138 RR - PKer 13:03, 8 April 2007 (BST)
- Keep - Yes, yes! i'm also tired to click "list names" --Duke Garland 16:57, 8 April 2007 (BST)
- Keep - --Vista 17:04, 8 April 2007 (BST)
- Keeep - HELL YES!!!!!!!!!!!!! Mattiator 21:45, 8 April 2007 (BST)
- Keep - Why wouldn't the people you know stand out in a crowd? --Reaper with no name TJ! 15:45, 9 April 2007 (BST)
- Keep - Yup yup. --Ashadoa 13:43, 10 April 2007 (BST)
- Uh-huh - It's so obvious in retrospect, I'm surprised this isn't a dupe. --Toejam 15:14, 11 April 2007 (BST)
- Yup It works.--Seventythree 10:51, 20 April 2007 (BST)
Kill Votes
Against Votes here
Spam/Dupe Votes
Spam/Dupe Votes here